We have started internal tests of the new castle walls, which will soon be in game. These are 32 modules, among which are straight and sloped walls, walls with hoardings, inline and angular towers with stairs inside. We later plan to add arches and semi-arches as well.

We also decided to slightly modify the keeps: they can now be built on top of the guild monument so that the monument will be inside the keep. All loopholes, battlements, and passages are completely reworked for a more convenient use in defense.

You will be able to try out all of these in the Steam Early Access stage.

We also want to show you a few weapon skins, which you will be able to buy in our upcoming in-game shop. To begin with, we plan to introduce three sets of skins for the most popular weapons, and then gradually add skins to everything else. The difference between common weapons will be cosmetic only - all the characteristics and location of the hit-nodes will be the same.

In addition to weapon skins, in the shop you can also find unique clothing (no in-game bonuses but does not drop in a loot bag upon death.) as well as a variety of skins for all armor types and crafter's outfits.

Any chance that we will see user made skins like the weapon skins in CS:GO? Users would do the work and the devs could decide which skins make it into the shop so that no ridiculous designs are used in game.

First off: Those models look really gorgeous, well worth the wait. Really, really well done!

Buuuuuut:

Arrakis wrote:You will be able to try out all of these in the Steam Early Access stage.

Does that mean first chance to test those new castle walls out will be in Steam EA? Or will they make an appearance in CBT or YO before. Just asking so we can have a look at them before grinding a week or two into Steam EA only to see that they're not how we imagined footprint-wise etc. and they don't fit our building plans.

Or can you give us at least the footprints for the castle walls and keeps? I imagine the normal walls are still 2x2 tiles and the diagonal ones are 3 tiles, right? But how big are the new towers, where are the entrances in them and how big are the keeps and where do i stick my monument in? Also i can't wrap my head fully around the new Gatehouse: how far away from the gatehouse is the ramp where the drawbridge rests upon? And is there a kinda flooring extending from the end of the gatehouse inwards.

Long story short: What are the building footprints of these new marvels of architectural ingenuity?And again, awesome work, keep it up!

Some1Else wrote:Does that mean first chance to test those new castle walls out will be in Steam EA? Or will they make an appearance in CBT or YO before. Just asking so we can have a look at them before grinding a week or two into Steam EA only to see that they're not how we imagined footprint-wise etc. and they don't fit our building plans.

At least i should be wise to get them quickly in-game ready state but untextured so you can launch untextured walls into a LiF : YO beta version for testing. (untextured walls for testing is ok)

@Sharana: Thanks for clarification. I hope christmas is gonna be early this year...

Also, i thought about an aspect of the castle walls a while back:Most people dig trenches/moats/whatever you call them in front of their walls as an added layer of protection. But in front of the walls are those buttresses. At the moment those then just hover above the slope, doing quite the opposite to their intended function, which would be giving stability. Was this taken into account for this rework/will it be taken into account?Since i'm usually not the best with describing, especially in english, here are some mad paint skills incoming for clarification:I hope you can see what i mean. Extend the model of the buttress deep into the ground, it won't hurt anybody. Poly count shouldn't really increase, textures need only a slight adjustment. People who don't dig a moat won't notice a difference, those who do will be forever grateful to you

are the walls going to be implemented in YO? so we can test it and plan accordingly with the design?Is flatten tiles layout still the same for all keeps and walls?Does the Monument has a fixed position inside the keep or is there any flexibility in the design?

in fact, these are "reskin", you equip the zweilander, reskin it with the one you like, if you die, you lose you zweilander but the guy, if he doesn't have this skin, will see a zweilander, you'll still be able to use this skin on another zweilander